Difference between revisions of "Cause Fear"

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(Updated for 0.14)
(Demonic and holy monsters can be affected by Fear and Berserk since 0.28 (commit 070a2a64fb))
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{{Spell
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{{spell info}}
|name=Cause Fear
 
|level=4
 
|school1={{Hexes}}
 
|school2=
 
|school3=
 
|sources=<div>
 
* [[Book of Enchantments]]
 
* [[Book of Debilitation]]
 
</div>
 
|castingnoise=3
 
|spellnoise=0
 
}}
 
  
{{Flavour|This spell causes fear in those near to the caster.}}
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'''Cause Fear''' is a level 4 [[Hexes]] spell which attempts to panic all monsters in your [[line of sight]], causing them to run away from your current position. It only affects [[natural]], [[demonic]], or [[List of holy monsters|holy]] non-[[berserk]] monsters, and it must overcome its targets' [[willpower]].
  
'''Cause Fear''' is a level 4 [[Hexes]] spell which attempts to panic all monsters in your [[line of sight]], causing them to run away from your current position. It only affects [[natural]], non-[[berserk]] monsters, and it must overcome its victim's [[magic resistance]].
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[[Arcane Marksmen]] start with this spell available. Reading a [[scroll of fear]] has the same effect as casting Cause Fear with maximum power.
  
A similar effect can be attained through use of a [[scroll of fear]] or the [[Deck of emergency#Banshee card|Banshee card]].
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==Monster Version==
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The monster version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will still be able to engage them in melee, but may sometimes "flinch away in fear", 33% chance<ref>{{source ref|0.28.0|melee-attack.cc|270}}</ref>, causing the attack to miss. Depending on how well you can fight from a distance and what areas of the floor this cuts you off from, this may or may not be a problem. Fear also prevents the player from going [[berserk]].
  
==Monster Version==
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High willpower can prevent this spell from affecting you, and [[clarity]] confers immunity to this spell.
The monster version of Cause Fear makes the player unable to move toward the caster, though if the caster closes to melee range, the player will still be able to engage them in melee. Depending on how well you can fight from a distance and what areas of the floor this cuts you off from, this may or may not be a problem. Fear also prevents the player from [[berserk]]ing. High magic resistance can prevent this spell from affecting you.
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==Strategy==
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Despite its numerous conditions, Cause Fear is an immensely powerful spell, capable of affecting several opponents per casting and taking some heat off your shoulders, making it great for escapes or just thinning out a crowd temporarily.
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{{monsters with spell}}
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==History==
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*Prior to [[0.28]], the spell couldn't affect demonic and holy monsters.
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*Prior to [[0.13]], Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.
  
The following monsters can cast Cause Fear:
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==References==
*{{monsterlink|Eidolon}}
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<references/>
*{{monsterlink|Giant orange brain}}
 
*{{monsterlink|Satyr}}
 

Revision as of 13:09, 27 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Cause fear.png Cause Fear
Level 4
School1 Hexes
Source(s) Book of the Dragon
Book of Hexes
Casting noise 3
Spell noise 0
Power Cap 200
Range LOS
Flags Wl check, Area
Causes fear in those near to the caster, causing those affected to be unable to approach the caster, and to sometimes fail to attack them in melee. Leaving the caster's line of sight will end the effect.

“And when Miranda sang
Everyone turned away
Used to the noose, they obey”
-The Mars Volta, “Miranda That Ghost Just Isn't Holy Anymore”. 2005.

Cause Fear is a level 4 Hexes spell which attempts to panic all monsters in your line of sight, causing them to run away from your current position. It only affects natural, demonic, or holy non-berserk monsters, and it must overcome its targets' willpower.

Arcane Marksmen start with this spell available. Reading a scroll of fear has the same effect as casting Cause Fear with maximum power.

Monster Version

The monster version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will still be able to engage them in melee, but may sometimes "flinch away in fear", 33% chance[1], causing the attack to miss. Depending on how well you can fight from a distance and what areas of the floor this cuts you off from, this may or may not be a problem. Fear also prevents the player from going berserk.

High willpower can prevent this spell from affecting you, and clarity confers immunity to this spell.

Strategy

Despite its numerous conditions, Cause Fear is an immensely powerful spell, capable of affecting several opponents per casting and taking some heat off your shoulders, making it great for escapes or just thinning out a crowd temporarily.

The following enemies cast Cause Fear:

History

  • Prior to 0.28, the spell couldn't affect demonic and holy monsters.
  • Prior to 0.13, Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.

References